Wednesday, October 22, 2014

How Can Responsibility be Taught to Teens?

The Premise:

Responsibility cannot be taught by instruction, but rather, by experience.


We coined this pithy quotation as the seed of our Heroes' Academy program. Other favorite quotations are:
A hero is someone who understands the responsibility that comes with his freedom.- Bob Dylan 
It is not only for what we do that we are held responsible, but also for what we do not do.- Moliere

A Teen Program that Develops Responsibility

The Heroes' Academy is about creating an unforgettable experience that empowers a teen's sense of autonomy and yet allows them to become responsible and ethical leaders in a cohesive group. Historically, a fourteen year old was expected to begin adulthood as an apprentice craftsperson, a squire for a knight, or to learn the family trade. It is a turning point where the teen craves responsibility, leadership, and status.

With that turning point as our vision, this Heroes' Academy season focuses on:

Leadership | Integrity | Conflict Resolution

The Heroes' Academy is a live-action roleplaying game for teens where the participants do not play characters. They are themselves. Yes, the plot and scenarios - called "missions" - are planned and staged, but they are intense experiences that teach leadership, integrity, conflict resolution, teamwork, responsibility, planning, communication, and many other life skills.

Why Larps are the Perfect Tool

By placing students in intense situations within the safety and fun of an immersive live-action roleplaying game, young adults are challenged to rise to an exciting, positive, and deeply fulfilling new role in their lives. Leadership - serving those under your charge - requires the sacrifice of pride. Integrity - the synthesis of honesty and honor - requires the sacrifice of selfishness. Conflict resolution - creating win-win solutions - requires the sacrifice of bias. 

These are the skills that teens crave, need, and yet struggle with. We believe that live-action roleplaying games are the perfect tool to allow teens to experience the burden and value of responsibility, and thereby learn how to become responsible. That is because the Heroes' Academy larp is like a parable to their own lives, yet allows them to truly experience risk, failure, vices, struggle, conflict, success, and other growing pains... without negative consequences in the real world.

Here's what makes it different

  • The instructors must be genuine - uncompromising yet compassionate in their approach
  • There cannot be certainty to the success or failure of the challenges
  • The participants are confronted with circumstances only. It is up to them to decide how to interpret, plan, and act
  • With the above points include the necessity to adapt the plot to the direction the participants take it without any "deus ex machina" resolution, nor the inability to find success from failure

Join us as we seek to develop future heroes.

Monday, August 11, 2014

Experiential Learning for Larps and RPGs (Part III)

The following is Part II of a three-part series on the experiential learning benefits of live-action roleplaying games such as Adventure Quest.

By Mark Hoge
Founder and director of Renaissance Adventures


5. The Difference between LARPs and RPGs in Experiential Learning

Both Larps and RPGs provide great opportunities for learning. If you are willing, I have found that Larping is a superior tool for experiential learning because, rather than sitting and rolling dice, participants are running around, swinging Swasher swords, throwing beanbag spell packets, and acting out their characters in an embodied expressive way. That level of physical engagement and kinesthetic learning vastly increases emotional engagement and holistic learning. 

At Renaissance Adventures, we run our Adventure Quest™ and other Larps differently than most adult Larps – one Quest Leader (QL) facilitates the adventure for a group of 4-6 players (Questers). The QL playacts all of the creatures and monsters that the group encounters, sometimes with the help of one or more Teen Leaders. The Questers work together to solve the mysteries of the quest. In this relationship, the QL can fully enter the role of mentor and educator.

6. The use of Larps and RPGs in Education
I believe that interactive storytelling and roleplaying can truly transform traditional education. One of the long-range goals of Renaissance Adventures is to partner with educators and summer camps, creating a product line of books and training programs that support teachers and counselors to use these tools in the classroom and camp setting.

I’m passionate in my work with children and teens. At Renaissance Adventures, we lead summer classes with 80-100 participants who sign up for week-long programs, Monday through Friday, either half-day or full-day. Those children and teens are divided into small questing groups of six similar-aged players. Each group is lead by an adult who is trained and skilled at leading Adventure Quest adventures, acting, storytelling, and leadership. We also run PlayQuest birthday parties, school holiday programs, and afterschool programs. We see the potential to offer these programs and methods to others, but cannot do it alone. If you are interested in learning more about launching your own experiential learning LARP for kids by starting a licensed business, or adding this program to an existing camp or activity, please feel free to contact us!

I hope that this article will be useful and inspiring, and that education can be transformed through interactive, kinesthetic storytelling.


Monday, July 21, 2014

Experiential Learning for Larps and RPGs (Part II)

The following is Part II of a three-part series on the experiential learning benefits of live-action roleplaying games such as Adventure Quest.

By Mark Hoge
Founder and director of Renaissance Adventures


3. Participants learn when faced with diverse tough challenges
Experiential learning that includes LARPS and RPGs help develop critical thinking skills and creative problem-solving skills by exposing participants to mysteries, riddles, puzzles, and ethical dilemmas. In this way, participants:
  • Learn how to brainstorm ideas and share feelings. 
  • Learn that you learn more by doing and from mistakes, and these “mistakes” are easily handled with acceptance and a light-heart. In fact, very often “mistakes” in a quest add to the drama and ultimately increase the feeling of shared victory when the quest is successful. 
  • Develop cooperation, teamwork, and communication skills through challenges that require that the players to invest in each other’s unique perspectives and powers, both in-game and personally. Every player, as well as the character each participant plays, has unique skill-sets and perspectives that the team needs. When appropriate, facilitate the group to hear each participant’s perspective, and to make a decision together as a group, not as one boss ordering the rest to follow. 
Children often let their emotions create an “us versus them” structure of morality. The mentality for many kids is: If a classmate takes a toy, the classmate should be punished immediately and severely. If a villain attacks a village, the villain is evil and must be killed. Larps can reveal that most “villainous” motivations should not be viewed in such a black-and-white dichotomy. Villains do not need to be evil, and morality does not need to be portrayed as absolute. Instead, the so-called villains in a quest have complex motivations and goals. Astute Questers can puzzle out the true motivations of the characters they meet, and by seeking the best means of resolving a conflict, they can enact unique and creative solutions to the dilemmas they face in the quest and on the playground. This kind of discernment, and the resulting negotiations and problem-solving, translate into skills the players can use in real-life challenges outside of the game.

4. Participants learn when supported by a physically and emotionally safe environment

When the Quest Leaders and the Larp rules support an environment that is physically and emotionally safe, players can relax, engage, play, and learn. Physical safety is straightforward – if you are sword dueling with foam Swashers, point out potential hazards (such as rocks and trees), and get an agreement from the participants to follow the Swasher dueling safety rules.

Emotional safety takes a lot of experience and skill to support. If players are bullying, name-calling, taunting, putting down other people’s ideas, or teasing, then everyone in the group may not feel safe unless that behavior is dealt with swiftly, clearly, and with compassion and fairness. How to do that is a complex subject that is beyond the scope of this article – Renaissance Adventures has developed a program called Inspiring Invitations™, which explores this issue.


Coming soon, Part II of the three-part series, exploring the diversity of challenges and emotional safety of Experiential Education LARPs.

Thursday, June 12, 2014

Fitness and Exercise in Live-action Roleplaying Games

At Renaissance Adventures, our live-action roleplaying games focus on the development of what we call "21st century skills." These are the kinds of skills that are important for kids to know in this day and age, and in fact are often unsupported in the school system or other institutions. The 21st century skills we are talking about are: ethical reasoning, fitness, fun, self-esteem, critical thinking, teamwork, and social skills. The acronym is: EFFECTS.

One of these EFFECTS outcomes is fitness, and I ran across a great blog entry by Matthew Squire: by a roleplaying gamer that understands the crucial need for fitness in today's youth. Here is a snippet:

What does it mean to be fit? Is it being able to peddle on an exercise bike or walk on a tread mill? Is it being able to run 10 miles? We often forget what fitness meant in the days of old... 
Still more in this day and age one doesn’t have to do any physical activity at all. We drive to work, drive to the grocery store, and then home again. Sit in front of the computer or around a gaming table with friends and imagine doing physical activity. We make our characters jump and run (all while doing the most complex of gymnastic back flips) to their goal. The goal is always some item or power that makes our characters stronger.  
We, the supposed masters of our characters, get weaker as our characters get stronger. It’s as if we are giving our life energy to them one sugary game table snack at a time...
Furthermore, in another blog entry, he goes on to describe how a live-action roleplaying game such as ours might be able to integrate exercise as a game mechanic in the quest. 

Here are his two blog articles. Enjoy!



Monday, June 9, 2014

Thanks to BoulderSource.com for a great article on our quests!

Here's an excerpt from the article (click here for the full article):

Usually if a Kraken is about to gobble you up, you’re pretty much a goner. Everybody knows there is little defense against a giant octopus-type tentacle-covered thing with a big mouth.
Not even a five-foot swasher helps.
It’s pretty hopeless. Unless you’re lucky enough to see a troll lurking nearby and you happen to know troll blood is explosive (from previous experience with trolls, of course). And—this is a big AND—you’re clever enough to convince the troll to, well, explode right then and there on your behalf.
Then, maybe you have a chance.
Fortunately for Adventure Quest Leader Katt’s group of six enthusiastic Questers, through their deft negotiations and strategic thinking, this particular troll did their bidding that brilliant June-in-Boulder morning and the entire group—even the troll—lived to solve another quest.
And so it goes, quest after quest, summer after summer, forRenaissance Adventures Director Mark Hoge’s merry band of Quest Leaders and Questers.
Questing Camp Rooted in Experiential Education
Hoge kicked-off his first summer of questing in 1995. Since then, thousands of lucky children ages 6-16 have banded together in teams of six or so to be heroes and adventurers in mythic quests each summer and in year-round events.
Now, Renaissance Adventures is a mainstay of Boulder summer camps—voted Best of the West by readers of local online publication Yellow Scene—and a leader in the growing enthusiasm for educationally focused Live Action Role Playing, aka LARPing.

Thursday, May 29, 2014

Seekers Unlimited - An edu-larp in the classroom

Aaron Vanek and his team at Seekers Unlimited are doing great work incorporating larping into the classroom. They ran a successful Kickstarter campaign to get a few edu-larp modules ready for teachers, and we are anxiously awaiting the ones we bought! It could be that Renaissance Adventures can work with teachers in the area to help them get Seekers' edu-larps into their classroom, once we learn more about it. If you are a teacher that would like help, let us know.

Renaissance Adventures wrote a testimonial for them recently, and it can be seen on their blog page.


Friday, May 23, 2014

Experiential Learning for Larps and RPGs (Part I)

The following is Part I of a three-part series on the experiential learning benefits of live-action roleplaying games such as Adventure Quest.

By Mark Hoge
Founder and director of Renaissance Adventures.
I’ve been a fan of roleplaying games (RPGs) since I was introduced to Dungeons and Dragons (D&D) in the late 70’s. As a teen, RPGs gave me a creative and social outlet I couldn’t find anywhere else. Throughout my 20’s, I played various RPGs as a hobby, and during that time I spent most of my summers working with children at camps and apprenticing with inspiring teachers.
When I discovered live-action roleplaying games (LARPs) in the late 80’s, I recognized their potential as an experiential learning tool for kids and teens. While directing summer camps from 1990-1994, I experimented with a simple Native American themed LARP using foam spears, daggers, and arrows. The impact on those kids made it clear to me that a well-run LARP or RPG can challenge kids in diverse ways – physically, intellectually, socially, morally, and ethically. The youth were passionately engaged in the LARP. They learned a lot about themselves and others. I discovered then that roleplaying is an incredible tool for learning cooperation, teamwork, decision making, creative problem-solving, and self-esteem. LARPs, run in a certain style, encourage and support self-confidence, cooperation, critical thinking, and communication skills, and the kids have a blast!
I moved to Boulder in 1995 and founded Renaissance Adventures with the dream to lead quests and inspire youth to learn through play. Since then, I’ve worked with hundreds of adult leaders and thousands of children and teens, co-creating a fun and inspiring experiential learning program through LARPs and tabletop RPGs.
Over the last twenty-two years of developing LARP experiential learning programs for children and teens, I’ve seen what works and what doesn’t. Listed below are a few of my discoveries.
1. Participants learn when they are wholeheartedly engaged
LARPs and RPGs have the potential to offer an exciting, engaging story that captures the attention and passion of participants. You can do this by including the following elements:
  • Design the adventure to have a highly motivating plot – great tragedy will befall if the players do not act swiftly and effectively.
  • Make it personal by passionately roleplaying those who are in need of aid, and potentially by tying the story into the personal history or actions of one or more players. Find ways for each player character to feel that they matter and they are needed on the quest.
2. Participants learn when they have frequent, impactful decision-making opportunities
LARPs and RPGs offer frequent decision-making opportunities that have a large effect on the characters, world, and story.
  • Quest Leaders (aka Referees or Game Masters) can hold a framework for the adventure, but must be flexible to allow co-creation by the players’ decisions. When players’ decisions clearly affect the storyline, they realize how important decisions are. This educates the players in the power of decisions, and gives them a very real sense of personal empowerment in all aspects of their life.
  • Players learn by experiencing the in-game consequences of their decisions while feeling safe to experiment, explore, and make poor decisions without real-world negative consequences. When a poor decision affects the storyline negatively, the players experience the effects and learn from mistakes without any real-world consequences.
In seeing how a well-crafted LARP is different than most standard RPGs, Consider the old-school gaming model of the dungeon crawls. The plot is often the same: open the door to the north; slay the evil monsters; get the loot; level up your powers; repeat. Not many decisions need to be made in that kind of adventure. Now compare it with a more complex situation that involves different political realms, races, and the conflicting needs and goals of diverse people. This more complex and realistic way of setting a storyline fuels an amazing, dynamic environment that requires creative problem-solving, ethical decision making, planning, and teamwork among the players.
For example: The Ridgeback Dwarves tell tales of how the goblins of the Amber Forest are vicious, cruel murderers. When the Questers investigate, they discover that the goblins are simply protecting their harvesting ground from the dwarves’ wood-cutting forays. The goblins eat the fruit that grow on the trees, and hunt squirrels. The dwarves need wood for their forges and hearth homes.
The example above is not complex – it is a very simple example. However, it gives the players the opportunity to perceive what’s really going on and to try to come up with a win-win negotiation for both races. A few solutions seem obvious when the goals are spelled out so clearly, but of course, learning the goals and motivations are a part of the learning process and the fun of the quest. If the players do not attempt to learn what is going on and think beyond what they are told by the Ridgeback Dwarves, they may charge in to slay the “murderous” goblins, akin to the typical old-school gaming model. The consequences for this blindly simple action – slaying the goblins – will create consequences that the players and dwarves must face. Perhaps a few goblin survivors escape and rally other, more fierce goblin tribes to take back the Amber Forest, and hunt down down the players in retaliation. Just think of the multitudes of lessons that participants can learn with this scenario.


Coming soon, Part II of the three-part series, exploring the diversity of challenges and emotional safety of Experiential Education LARPs.